;Low Spear [StateDef 12000] type = S movetype= A physics = S juggle = 4 poweradd= 110 velset = 0,0 anim = 12220 ctrl = 0 [State 12000, PUNCH] type = Varset trigger1 = Var(19) != 1 V = 19 value = 1 [State 12000, 3.2] type = VarRandom trigger1 = Time = 5 v = 11 range = 1, 2 [State 12000, 3.3] type = Playsnd trigger1 = Var(11) = 1 trigger1 = time = 12 value = 20, 6 [State 12000, 3.4] type = Playsnd trigger1 = Var(11) = 2 trigger1 = time = 6 value = 20, 2 [State 12000, 3.5] type = Posset trigger1 = Pos Y != 0 trigger1 = time = 0 Y = 0 [State 12000, 1] type = Helper trigger1 = time = 15 stateno = 10100 name = "lowspear" id = 10100 postype = p1 pos = 20, -72 helpertype = normal sprpriority = -1 keyctrl = 0 ownpal = 0 under = 1 [State 12000, 7] type = ChangeState triggerall = Time >= 50 trigger1 = p2stateno != 10200 trigger1 = p2stateno != 10210 value = 0 ctrl = 1 [State 12000, 8] type = Changestate trigger1 = p2stateno = 10200 trigger1 = time > 10 trigger2 = p2stateno = 10210 value = 10010 ;------------------------------------------------ ;PULL EM IN [Statedef 10010] type = S movetype= A physics = S velset = 0,0 anim = 10040 ;tug it ctrl = 0 [State 10010, 3.2] type = VarRandom trigger1 = time = 1 v = 11 range = 1, 4 [State 10010, 3.5] type = Playsnd trigger1 = Var(11) = 1 trigger1 = time = 1 value = 20, 7 [State 10010, 3.6] type = Playsnd trigger1 = Var(11) = 2 trigger1 = time = 1 value = 20, 1 [State 10010, 3.7] type = Playsnd trigger1 = Var(11) = 3 trigger1 = time = 1 value = 20, 9 [State 10010, 3.8] type = Playsnd trigger1 = Var(11) = 4 trigger1 = time = 1 value = 20, 10 [State 10010, 7] type = ChangeState trigger1 = p2stateno = 10210 trigger1 = time > 15 value = 0 ctrl = 1 [State 10010, 8] type = Changestate trigger1 = time > 50 value = 0 ctrl = 1 ;-------------------------------------- ; The flying spear [Statedef 10100] type = S movetype= A physics = N juggle = 4 velset = 6.5,0 anim = 1200 ctrl = 0 [State 10100, 1] type = Playsnd trigger1 = time = 0 value = 2,4 [State 10100, 1.2] type = Helper trigger1 = time = 0 stateno = 10110 name = "Rope" pos = -26, 0 helpertype = normal sprpriority = -2 keyctrl = 0 ownpal = 0 under = 1 [State 10100, 1.55] type = Helper trigger1 = timemod = 4,0 trigger1 = time = [0, 60] trigger1 = Pos X > -190 trigger1 = Pos X < 190 stateno = 10110 name = "Rope" pos = 0, 0 helpertype = normal sprpriority = -2 keyctrl = 0 ownpal = 1 under = 1 [State 10100, 2] type = HitDef trigger1 = time > 1 trigger1 = Roundno != 1 attr = S, SP guardflag = M damage = 20,5 animtype = Medium postype = p1 priority = 6 hitsound = S1,3 guardsound = s0,0 kill = 0 guard.slidetime = 20 guard.ctrltime = 10 p1stateno = 10300 p2stateno = 10200 forcestand = 1 p2facing = 1 ground.type = High [State 10100, 2.1] type = HitDef trigger1 = time > 1 trigger1 = Roundno = 1 attr = S, SP damage = 50,5 animtype = Medium postype = p1 priority = 6 hitsound = S1,3 guardsound = s0,0 guardflag = M kill = 0 guard.slidetime = 20 guard.ctrltime = 10 p1stateno = 10300 p2stateno = 10200 forcestand = 1 p2facing = 1 ground.type = High [State 10100, 4] type = Changestate trigger1 = MoveGuarded = 1 value = 10130 [State 10100, DS] type = destroyself trigger1 = time = 50 ;------------------------------- ;The hidden Rope [Statedef 10110] type = S movetype= I physics = N anim = 1015 ctrl = 0 [State 10110, 1] type = Changestate trigger1 = p2stateno = 10200 value = 10120 [State 10110, 2] type = Destroyself trigger1 = root, stateno != [10000, 10010] trigger1 = root, stateno != 12000 ;------------------------------------------------------------------------ ;The Rope Becomes visible [Statedef 10120] type = S movetype= I physics = N anim = 1002 ctrl = 0 [State 10120, 1] type = Destroyself trigger1 = p2stateno = 10210 trigger2 = Parentdist X = [-3, 3] trigger3 = stateno = 0 trigger4 = time = 40 [Statedef 10103] type = S movetype= I physics = N anim = 1013 Velset = 0,0 ctrl = 0 [State 10130, 1] type = Destroyself trigger1 = animtime = 0 [Statedef 10200] type = S movetype= H physics = N ctrl = 0 velset = 0,0 [State 10200, PosAdd] Type = PosAdd trigger1 = 1 ;time = 0 X = ifelse(P2Dist X > 0, 6, -6) [State 10200, PosSet] Type = PosSet trigger1 = time = 0 Y = 0 [State 10200, .5] type = Changeanim2 trigger1 = time = 0 value = 1854 [State 10200, .75] type = PlayerPush trigger1 = time >= 1 value = 0 [State 10200, 1] type = PosAdd trigger1 = timemod = 10,0 trigger1 = time = [0, 50] X = -1 [State 10200, 1.1] type = Posadd trigger1 = timemod = 10,4 trigger1 = time = [0, 50] X = 1 [State 10020, 2] type = Changestate trigger1 = P2dist X = [-60, 60] value = 1021 [State 10200, 3] type = Selfstate trigger1 = time = 50 value = 0 ctrl = 1 ;---------------------------------------- ;P2 stunned by spear [Statedef 10210] type = S movetype= H physics = N velset = 0,0 ctrl = 0 [State 10210, 1] type = Changeanim trigger1 = animexist(5300) trigger1 = anim != 5300 value = 5300 [State 10210, 2] type = Changeanim2 trigger1 = !animexist(5300) trigger1 = anim != 9010 value = 9010 [State 10210, 3] type = Selfstate trigger1 = time = 70 value = 0 ctrl = 1 ;-------------------------------- ;Spear latching onto target [Statedef 10300] type = S movetype= A physics = N juggle = 1 anim = 1003 Velset = 0, 0 ctrl = 0 [State 10300, 1.1] type = Helper trigger1 = time = 0 stateno = 6030 name = "HARPOON BLOOD" pos = 20,15 helpertype = normal sprpriority = 6 keyctrl = 0 ownpal = 1 ontop = 1 [State 10300, 1.2] type = Velset trigger1 = time = 80 X = -8 [State 10300, 1.3] type = Velset trigger1 = ParentDist X = [-60, 60] X = 0 [State 10300, 1.4] type = PosAdd trigger1 = 1 x = P2Dist X - 25 [State 10300, 1.5] type = Destroyself trigger1 = p2stateno != 10200 ;----------------------------------------- [Statedef 1003] type = S movetype= I physics = N velset = 0,0 anim = 9998 ctrl = 0 [State 1003, GO BYE BYE] type = DestroySelf trigger1 = animtime = 0 ;Leg Take Down [Statedef 53688] type = S movetype= A physics = C juggle = 1 velset = 0,0 ctrl = 0 anim = 53688 poweradd = 40 [State 53688, 3] type = PlaySnd trigger1 = AnimElem = 1 value = 4,10 [State 53688, 4] type = HitDef trigger1 = AnimElem = 4 attr = S, NA damage = 130,10 animtype = Back guardflag = L hitflag = M pausetime = 0,0 sparkxy = -9999,-9999 hitsound = S3,6 guardsound = S0,0 ground.slidetime = 10 ground.hittime = 15 ground.Velocity = 0 ground.type = Trip air.Velocity = 0,-3 down.Velocity = 0,0 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) fall = 1 fall.recover = 0 [State 53688, 7] type = ChangeState trigger1 = AnimTime = 0 value = 12 ctrl = 1 ;Fire Wheel [StateDef 90210] type = S movetype= A physics = S juggle = 4 ctrl = 0 velset = 0,0,0 sprpriority = 3 anim = 5151 [State 90210, Super C] type = PowerAdd trigger1 = Time = 1 value = -2000 [State 90210, Super] type = SuperPause trigger1 = AnimElem = 1 pos = 48, -90 supermove = 1 anim = 9999 sound = s20, 16 poweradd = -2000 time = 245 [State 90210, Super2] type = SuperPause trigger1 = AnimElem = 1 pos = 9999, -9999 supermove = 1 anim = 9999 sound = S20, 17 time = 245 [State 90210, SuperLight] type = Explod trigger1 = AnimElem = 1 anim = 5158 pos = 0, 0 sprpriority = 1 postype = p1 bindtime = -1 supermove = 1 ownpal = 1 ontop = 1 [State 90210, Pre-Pause Sound] type = Playsnd trigger1 = time = 0 value = S20,16 [State 90210, Throw It] type = Playsnd trigger1 = time = 1 value = S31, 37 [State 90210, sound2] type = Playsnd trigger1 = time = 2 value = S20,3 [State 90210, Hit Sound] type = playsnd trigger1 = projhit(2000) = 1 value = 1313, 4 [State 90210, BoltFat] type = Projectile trigger1 = time = 1 projanim = 5152 projremove = 0 postype = p1 offset = 0,0 pos = 0, 0 velocity = 6, 0 projpriority = 8 ; HitDef part of projectile info attr = S, SP damage = 300, 60 air.fall = 1 guardflag = HA hitflag = HA- hitsound = s4,21 pausetime = 0,3 sparkno = -1 guard.sparkno = -1 guardsound = S0, 0 ground.type = High ground.slidetime = 14 ground.hittime = 5 ground.velocity = -12, -8 air.velocity = -12,-8 air.juggle = 3 fall = 1 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) envshake.time = 40 envshake.freq = 190 envshake.ampl = -5 down.bounce = 3 fall.xvelocity = -2 fall.yvelocity = -2 fall.envshake.time = 20 fall.envshake.freq = 185 fall.envshake.ampl = -4 palfx.time = 90 palfx.mul = 251,173,23 palfx.add = 200,0,0 palfx.sinadd = 251,173,23,5 fall.recover = 0 [State 90210, Flame 1] type = Explod trigger1 = ProjContactTime(0) != -1 && ProjContactTime(0) < 10 random = 10, 20 anim = 9489 pos = 5, -50 postype = p2 bindtime = -1 sprpriority = 3 shadow = 0 ownpal = 1 ontop = 0 [State 90210, Flame 2] type = Explod trigger1 = ProjContactTime(0) != -1 && ProjContactTime(0) < 10 random = 10, 20 anim = 9489 pos = 5, -50 postype = p2 bindtime = -1 sprpriority = 3 shadow = 0 ownpal = 1 ontop = 0 [State 90210, Flame 3] type = Explod trigger1 = ProjContactTime(0) != -1 && ProjContactTime(0) < 10 random = 10, 20 anim = 9489 pos = 5, -50 postype = p2 bindtime = -1 sprpriority = 3 shadow = 0 ownpal = 1 ontop = 0 [State 90210, Flame 4] type = Explod trigger1 = ProjContactTime(0) != -1 && ProjContactTime(0) < 10 random = 10, 20 anim = 9489 pos = 5, -50 postype = p2 bindtime = -1 sprpriority = 3 shadow = 0 ownpal = 1 ontop = 0 [State 90210, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;Phoenix [StateDef 696901] type = S movetype= A physics = S juggle = 4 ctrl = 0 velset = 0,0,0 anim = 9990 [State 696901, Super C] type = PowerAdd trigger1 = Time = 1 value = -2000 [State 696901, Super] type = SuperPause trigger1 = AnimElem = 1 pos = 9999, -9999 anim = 100 sound = S5,9 poweradd = -2000 [State 696901, Hit Sound] type = playsnd trigger1 = projhit(2000) = 1 value = 4,22 [State 696901, sound] type = Playsnd trigger1 = time = 5 value = S20,3 [State 696901, Hit Sound] type = playsnd trigger1 = projhit(2000) = 1 value = 1313, 4 [State 696901, Life Trade] type = LifeAdd trigger1 = projhit(2000) = 1 value = 100 absolute = 1 [State 696901, BoltFat] type = Projectile trigger1 = time = 7 projanim = 9989 projremove = 0 postype = p2 pos = floor(p2dist X), -40 ;offset = 0, -40 velocity = 0, 0 ; HitDef part of projectile info attr = S, SA damage = 100, 0 air.fall = 0 guardflag = HA hitflag = HA- hitsound = s4,22 pausetime = 0,10 givepower = -3000,0 sparkno = -1 guard.sparkno = -1 guardsound = S0,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = 0, -13 air.velocity = 0,-13 air.juggle = 3 fall = 1 fall.recover = 0 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) air.fall = 1 envshake.time = 20 envshake.freq = 190 envshake.ampl = -5 fall.envshake.time = 18 fall.envshake.freq = 185 fall.envshake.ampl = -4 palfx.time = 91 palfx.mul = 150,150,150 palfx.add = 40,40,40 [State 696901, Flame2] type = Explod trigger1 = ProjContactTime(0) != -1 && ProjContactTime(0) < 15 anim = 94888 pos = -13, -20 postype = p2 bindtime = -1 sprpriority = 4 shadow = 0 ownpal = 1 ontop = 1 [State 696901, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;Dragon [StateDef 32101] type = S movetype= A physics = S juggle = 10 ctrl = 0 velset = 0,0,0 sprpriority = 6 anim = 30000 [State 32101, Super C] type = PowerAdd trigger1 = Time = 1 value = -2000 [State 32101, Super] type = SuperPause trigger1 = AnimElem = 1 pos = 9999, -9999 sound = S20, 16 poweradd = -2000 [State 32101, SuperLight] type = Explod trigger1 = AnimElem = 1 anim = 8228 pos = 48, -93 sprpriority = 1 postype = p1 supermove = 1 ownpal = 1 pausemovetime = 9999 [State 32101, Red Swirl-Top] type = Explod trigger1 = AnimElem = 4 anim = 1144 pos = 6, -123 sprpriority = 5 postype = p1 supermove = 1 ownpal = 1 pausemovetime = 9999 [State 32101, Red Swirl-Bottom] type = Explod trigger1 = AnimElem = 4 anim = 1145 pos = 6, -123 sprpriority = 1 postype = p1 supermove = 1 ownpal = 1 under = 1 pausemovetime = 9999 [State 32101, sound] type = Playsnd trigger1 = time = 15 value = S31,38 [State 32101, Hit Sound] type = playsnd trigger1 = projhit(2000) = 1 value = 1, 3 [State 32101, BoltFat1] type = Projectile trigger1 = time = 18 time = 20 projanim = 9993 projhitanim = 9991 ;30001 postype offset = 0, -20 velocity = 5.5, 0 remvelocity = 5, 0 projedgebound = 900 projstagebound = 900 ; HitDef part of projectile info ProjHits = 40 projmisstime = 7 attr = S, SP damage = 20, 10 animtype = Hard air.animtype = Back guardflag = MA pausetime = 0,0 sparkno = -1 numhits = 1 guard.sparkno = -1 hitsound = 1, 3 guardsound = s0, 0 ground.type = High ground.slidetime = 50 ground.hittime = 50 ground.velocity = -8 envshake.time = 15 envshake.freq = 170 envshake.ampl = -3 air.velocity = -2,-3 air.juggle = 7 ;PalFX kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) fall = 0 [State 32101, NotFreindly] type = VarSet trigger1 = AnimElem = 4 v = 5 value = 1 [State 32101, 10] type = ChangeState trigger1 = AnimTime = 0 ctrl = 1 value = 0 ;Flame [StateDef 31101] type = S Movetype = A Physics = S juggle = 9 poweradd = 100 anim = 51148 sprpriority = 4 ctrl = 0 [State 31101,1] type = PlaySnd trigger1 = Time = 20 value = 20,3 [State 31101,1] type = PlaySnd trigger1 = Time = 27 value = 20,3 [State 31101, BoltFat1] type = Projectile trigger1 = time = 25 projanim = 4220 projremove = 0 postype offset = 22, -23 velocity = 0, 0 attr = S, NA damage = 60, 30 animtype = Heavy hitflag = MAFD air.animtype = Back air.fall = 1 priority = 2, Hit guardflag = MA pausetime = 5,15 sparkno = -1 guard.sparkno = -1 hitsound = s4, 21 guardsound = S0, 0 ground.type = High ground.slidetime = 14 ground.hittime = 50 ground.velocity = -1, 0 air.velocity = -1,-0 air.juggle = 15 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) palfx.time = 60 palfx.mul = 150,150,150 palfx.add = 40,40,40 [State 31101, Flame 1] type = Explod trigger1 = ProjContactTime(0) != -1 && ProjContactTime(0) < 10 anim = 9489 pos = 5, -50 postype = p2 bindtime = -1 sprpriority = 3 shadow = 0 ownpal = 1 ontop = 0 [State 31101, Flame2] type = Explod trigger1 = ProjContactTime(0) != -1 && ProjContactTime(0) < 15 anim = 9488 pos = -13, -70 postype = p2 bindtime = -1 sprpriority = 4 shadow = 0 ownpal = 1 ontop = 1 [State 31101, Flame3] type = Explod trigger1 = ProjContactTime(0) != -1 && ProjContactTime(0) < 15 anim = 9489 pos = -5, -30 postype = p2 bindtime = -1 sprpriority = 3 shadow = 0 ownpal = 1 ontop = 0 [State 31101, NotFreindly] type = VarSet trigger1 = AnimElem = 4 v = 5 value = 1 [State 31101, GO BYE BYE] type = DestroySelf trigger1 = animtime = 0 [State 3101, 10] type = ChangeState trigger1 = AnimTime = 0 ctrl = 1 value = 0 ;Super Flame [StateDef 3101] type = S Movetype = A Physics = S juggle = 4 poweradd = 50 anim = 5148 sprpriority = 4 ctrl = 0 [State 3101, Super C] type = PowerAdd trigger1 = Time = 1 value = -2000 [State 3101, Super] type = SuperPause trigger1 = AnimElem = 1 pos = -9940, -19940 anim = 100 sound = S20, 0 poweradd = -2888 [State 3101,1] type = PlaySnd trigger1 = Time = 20 value = 20,3 [State 3101,1.1] type = PlaySnd trigger1 = Time = 27 value = 20,3 [State 3101, BoltFat1] type = Projectile trigger1 = time = 25 projanim = 4200 projremove = 0 postype offset = 22, -23 velocity = 0, 0 remvelocity = 0, 0 ;projremovetime = -1 sprpriority = 2 ; HitDef part of projectile info ProjHits = 13 projmisstime = 6 attr = S, NA damage = 25, 10 animtype = Heavy hitflag = MAFD air.animtype = Back air.fall = 1 priority = 7, Hit guardflag = MA pausetime = 0,90 sparkno = -1 guard.sparkno = -1 hitsound = s4, 21 guardsound = S0, 0 ground.type = High ground.slidetime = 14 ground.hittime = 80 ground.velocity = -1, -3 air.velocity = -1,-3 air.juggle = 15 ;PalFX fall = 1 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) palfx.time = 90 palfx.mul = 251,173,23 palfx.add = 200,0,0 palfx.sinadd = 251,173,23,5 [State 3101, Flame 1] type = Explod trigger1 = ProjContactTime(0) != -1 && ProjContactTime(0) < 10 anim = 9489 pos = 5, -50 postype = p2 bindtime = -1 sprpriority = 3 shadow = 0 ownpal = 1 ontop = 0 [State 3101, Flame2] type = Explod trigger1 = ProjContactTime(0) != -1 && ProjContactTime(0) < 15 anim = 9488 pos = -13, -70 postype = p2 bindtime = -1 sprpriority = 4 shadow = 0 ownpal = 1 ontop = 1 [State 3101, Flame3] type = Explod trigger1 = ProjContactTime(0) != -1 && ProjContactTime(0) < 15 anim = 9489 pos = -5, -30 postype = p2 bindtime = -1 sprpriority = 3 shadow = 0 ownpal = 1 ontop = 0 [State 3101, NotFreindly] type = VarSet trigger1 = AnimElem = 4 v = 5 value = 1 [State 3101, GO BYE BYE] type = DestroySelf trigger1 = animtime = 0 [State 3101, 10] type = ChangeState trigger1 = AnimTime = 0 ctrl = 1 value = 0 ;Super Hell Fire [StateDef 80000] type = S Movetype = A Physics = S juggle = 4 poweradd = 50 anim = 4011 ctrl = 0 [State 80000, Super C] type = PowerAdd trigger1 = Time = 1 value = -2000 [State 80000, Super] type = SuperPause trigger1 = AnimElem = 1 pos = -9940, -19940 anim = 100 sound = S20, 16 ;4,3 poweradd = -2888 [State 80000,1] type = PlaySnd trigger1 = Time = 20 value = 20,3 [State 80000, Start] type = Explod trigger1 = AnimElem = 2 anim = 4001 pos = 250, -50 postype = p1 sprpriority = -1 ownpal = 1 [State 80000, ZappySound] type = PlaySnd trigger1 = AnimElem = 2 value = 23, 23 [State 80000, BoltFat] type = Projectile trigger1 = time = 30 projanim = 9430 projhitanim = 94888 offset = 245, -18 velocity = 0, -5 remvelocity = 2.35, 0 sprpriority = 5 ; HitDef part of projectile info attr = S, SP damage = 75, 23 animtype = Hard air.animtype = Back air.fall = 1 hitflag = MAFD guardflag = MA pausetime = 0,1 sparkno = -1 guard.sparkno = -1 hitsound = s4, 21 guardsound = S0, 0 ground.type = Low ground.slidetime = 0 ground.hittime = 5 ground.velocity = 2, -7 air.velocity = 3,-7 air.juggle = 5 envshake.time = 10 envshake.freq = 150 envshake.ampl = -6 ;PalFX fall.recover = 0 air.fall = 1 fall = 1 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) palfx.time = 40 palfx.mul = 251,173,23 palfx.add = 200,0,0 palfx.sinadd = 251,173,23,5 [State 80000, Flame 1] type = Explod trigger1 = ProjContactTime(0) != -1 && ProjContactTime(0) < 15 anim = 9489 pos = -20, -54 postype = p2 bindtime = -1 sprpriority = 3 shadow = -1 ownpal = 1 ontop = 0 [State 80000, Flame2] type = Explod trigger1 = ProjContactTime(0) != -1 && ProjContactTime(0) < 15 anim = 9488 pos = -5, -57 postype = p2 bindtime = -1 sprpriority = 4 shadow = -1 ownpal = 1 ontop = 1 [State 80000, Flame3] type = Explod trigger1 = ProjContactTime(0) != -1 && ProjContactTime(0) < 15 anim = 9489 pos = 20, -52 postype = p2 bindtime = -1 sprpriority = -3 shadow = -1 ownpal = 1 ontop = 0 [State 80000, 10] type = ChangeState trigger1 = AnimTime = 0 ctrl = 1 value = 80001 [StateDef 80001] type = S Movetype = A Physics = S juggle = 4 poweradd = 50 anim = 4011 ctrl = 0 [State 80001,1] type = PlaySnd trigger1 = Time = 20 value = 20,3 [State 80001, Start] type = Explod trigger1 = AnimElem = 2 anim = 4001 pos = 170, -50 postype = p1 sprpriority = -1 ownpal = 1 [State 80001, ZappySound] type = PlaySnd trigger1 = AnimElem = 2 value = 23, 23 [State 80001, BoltFat] type = Projectile trigger1 = time = 30 projanim = 9430 offset = 165, -18 velocity = 0, -5 remvelocity = 2.35, 0 sprpriority = 5 ; HitDef part of projectile info attr = S, SP damage = 75, 23 animtype = Hard air.animtype = Back air.fall = 1 guardflag = MA pausetime = 0,1 sparkno = -1 guard.sparkno = -1 hitsound = s4, 21 guardsound = S0, 0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = 2, -6 air.velocity = 3,-6 air.juggle = 5 envshake.time = 10 envshake.freq = 150 envshake.ampl = -6 ;PalFX fall = 1 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) palfx.time = 40 palfx.mul = 251,173,23 palfx.add = 200,0,0 palfx.sinadd = 251,173,23,5 [State 80001, Flame 1] type = Explod trigger1 = ProjContactTime(0) != -1 && ProjContactTime(0) < 15 anim = 9489 pos = -20, -54 postype = p2 bindtime = -1 sprpriority = 3 shadow = -1 ownpal = 1 ontop = 0 [State 80001, Flame2] type = Explod trigger1 = ProjContactTime(0) != -1 && ProjContactTime(0) < 15 anim = 9488 pos = -5, -57 postype = p2 bindtime = -1 sprpriority = 4 shadow = -1 ownpal = 1 ontop = 1 [State 80001, Flame3] type = Explod trigger1 = ProjContactTime(0) != -1 && ProjContactTime(0) < 15 anim = 9489 pos = 20, -52 postype = p2 bindtime = -1 sprpriority = -3 shadow = -1 ownpal = 1 ontop = 0 [State 80001, 10] type = ChangeState trigger1 = AnimTime = 0 ctrl = 1 value = 80002 [StateDef 80002] type = S Movetype = A Physics = S juggle = 4 poweradd = 50 anim = 4011 ctrl = 0 [State 80002,1] type = PlaySnd trigger1 = Time = 20 value = 20,3 [State 80002, Start] type = Explod trigger1 = AnimElem = 2 anim = 4001 pos = 100, -50 postype = p1 sprpriority = -1 ownpal = 1 [State 80002, ZappySound] type = PlaySnd trigger1 = AnimElem = 2 value = 23, 23 [State 80002, BoltFat] type = Projectile trigger1 = time = 30 projanim = 9430 offset = 95, -18 velocity = 0, -5 remvelocity = 2.35, 0 sprpriority = 5 ; HitDef part of projectile info attr = S, SP damage = 75, 23 animtype = Hard air.animtype = Back air.fall = 1 guardflag = MA pausetime = 0,1 sparkno = -1 guard.sparkno = -1 hitsound = s4, 21 guardsound = S0, 0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = 2, -8 air.velocity = 3,-8 air.juggle = 5 envshake.time = 10 envshake.freq = 150 envshake.ampl = -6 ;PalFX fall = 1 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) palfx.time = 40 palfx.mul = 251,173,23 palfx.add = 200,0,0 palfx.sinadd = 251,173,23,5 [State 80002, Flame 1] type = Explod trigger1 = ProjContactTime(0) != -1 && ProjContactTime(0) < 15 anim = 9489 pos = -20, -54 postype = p2 bindtime = -1 sprpriority = 3 shadow = -1 ownpal = 1 ontop = 0 [State 80002, Flame2] type = Explod trigger1 = ProjContactTime(0) != -1 && ProjContactTime(0) < 15 anim = 9488 pos = -5, -57 postype = p2 bindtime = -1 sprpriority = 4 shadow = -1 ownpal = 1 ontop = 1 [State 80002, Flame3] type = Explod trigger1 = ProjContactTime(0) != -1 && ProjContactTime(0) < 15 anim = 9489 pos = 20, -52 postype = p2 bindtime = -1 sprpriority = -3 shadow = -1 ownpal = 1 ontop = 0 [State 80002, 10] type = ChangeState trigger1 = AnimTime = 0 ctrl = 1 value = 0 ; Kombo [Statedef 2080] type = S movetype= A physics = S juggle = 3 poweradd= 120 ctrl = 0 anim = 2080 sprpriority = 1 [State 2080, Super C] type = PowerAdd trigger1 = Time = 1 value = -2000 [State 2080, Super] type = SuperPause trigger1 = AnimElem = 1 pos = 9920, -99120 anim = 100 poweradd = -2888 [State 2080, 2] type = HitDef trigger1 = AnimElem = 16 attr = S, SA damage = 25 getpower = 120,60 givepower = 120,60 animtype = Medium hitflag = HA- guardflag = HA postype = p1 pausetime = 0,0 guard.pausetime = 0,0 sparkno = -1 sparkxy = -10,-55 hitsound = s3,2 guardsound = s0,0 ground.type = High ground.slidetime = 15 ground.hittime = 15 ground.velocity = 15 guard.velocity = 0 air.velocity = 0 numhits = 0 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) [State 2080, 2.5] type = HitDef trigger1 = AnimElem = 20 attr = S, SA damage = 25 getpower = 120,60 givepower = 120,60 animtype = Medium hitflag = HA- guardflag = HA postype = p1 pausetime = 0,0 guard.pausetime = 0,0 sparkno = -1 sparkxy = -10,-55 hitsound = -1 guardsound = s0,0 ground.type = High ground.slidetime = 15 ground.hittime = 15 ground.velocity = 15 guard.velocity = 0 air.velocity = 0 p2stateno = 2081 numhits = 1 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) [State 2080, 3] type = ChangeState trigger1 = AnimTime= 0 value = 3100 ctrl = 1 [Statedef 2081] type = S movetype= I physics = S juggle = 3 ctrl = 0 anim = 5300 sprpriority = 1 [State 2081, 1] type = Changeanim2 trigger1 = statetype = S trigger1 = !animexist(5300) value = 0 [State 2081, 2] type = Selfstate trigger1 = time = 100 trigger1 = life != 0 value = 0 ctrl = 1 ;-------------------------------------------- ;---------------Hell Fire------------------- ;-------------------------------------------- [StateDef 700] Type = S Movetype = A Physics = S juggle = 4 poweradd = 50 Anim = 4000 ctrl = 0 [State 700,1] type = PlaySnd trigger1 = Time = 25 value = 20,3 [State 700, Start] type = Explod trigger1 = AnimElem = 2 anim = 4001 pos = 100, -50 postype = p1 sprpriority = -3 removeongethit = 1 ownpal = 1 [State 700, BoltFat] type = Projectile trigger1 = time = 30 projanim = 9430 projhitanim = 94888 postype = p1 pos = 100, -50 offset = 93,0 velocity = 0, -6 remvelocity = 2.35, 0 sprpriority = 5 ; HitDef part of projectile info attr = S, SP damage = 65, 23 animtype = Hard air.animtype = Back air.fall = 1 guardflag = MA pausetime = 0,1 sparkno = -1 guard.sparkno = -1 hitsound = s4, 21 guardsound = S0, 0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -3, -9 air.velocity = -2,-9 air.juggle = 5 envshake.time = 10 envshake.freq = 150 envshake.ampl = -6 palfx.time = 40 palfx.mul = 251,173,23 palfx.add = 200,0,0 palfx.sinadd = 251,173,23,5 ;PalFX fall = 1 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) [State 700, NotFreindly] type = VarSet trigger1 = AnimElem = 4 v = 5 value = 1 [State 700, 10] type = ChangeState trigger1 = AnimTime = 0 ctrl = 1 value = 0 ;============================================================ ;Spear [StateDef 1200] type = S movetype= A physics = S juggle = 4 poweradd= 110 velset = 0,0 anim = 1222 ctrl = 0 [State 1200, PUNCH] type = Varset trigger1 = Var(19) != 1 V = 19 value = 1 [State 1200, 3.2] type = VarRandom trigger1 = Time = 5 v = 11 range = 1, 2 [State 1200, 3.3] type = Playsnd trigger1 = Var(11) = 1 trigger1 = time = 12 value = s20, 6 [State 1200, 3.4] type = Playsnd trigger1 = Var(11) = 2 trigger1 = time = 6 value = s20, 2 [State 1200, 3.5] type = Posset trigger1 = Pos Y != 0 trigger1 = time = 0 Y = 0 [State 1200, 1] type = Helper trigger1 = time = 15 ;animelem = 4 stateno = 1010 name = "spear" id = 1010 postype = p1 pos = 20, -105 helpertype = normal sprpriority = -1 keyctrl = 0 ownpal = 0 under = 1 [State 1200, 7] type = ChangeState triggerall = Time >= 55 trigger1 = p2stateno != 1020 trigger1 = p2stateno != 1021 value = 0 ctrl = 1 [State 1200, 8] type = Changestate trigger1 = p2stateno = 1020 trigger1 = time > 10 trigger2 = p2stateno = 1021 value = 1001 ;--------------------------------------------------------------------------- ;PULL EM IN [Statedef 1001] type = S movetype= A physics = S velset = 0,0 anim = 1004 ;tug it ctrl = 0 [State 1001, 3.2] type = VarRandom trigger1 = time = 1 v = 11 range = 1, 4 [State 1001, 3.5] type = Playsnd trigger1 = Var(11) = 1 trigger1 = time = 1 value = 20, 7 [State 1001, 3.6] type = Playsnd trigger1 = Var(11) = 2 trigger1 = time = 1 value = 20, 1 [State 1001, 3.7] type = Playsnd trigger1 = Var(11) = 3 trigger1 = time = 1 value = 20, 9 [State 1001, 3.8] type = Playsnd trigger1 = Var(11) = 4 trigger1 = time = 1 value = 20, 10 [State 1001, 7] type = ChangeState trigger1 = p2stateno = 1021 trigger1 = time > 15 value = 0 ctrl = 1 [State 1001, 8] type = Changestate trigger1 = time > 50 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; The flying spear [Statedef 1010] type = S movetype= A physics = N juggle = 4 velset = 6.5,0 anim = 1200 ctrl = 0 [State 1010, 1] type = Playsnd trigger1 = time = 0 value = 2,4 [State 1010, 1.2] type = Helper trigger1 = time = 0 stateno = 1011 name = "Rope" pos = -26, 0 helpertype = normal sprpriority = -2 keyctrl = 0 ownpal = 0 under = 1 [State 1010, 1.55] type = Helper trigger1 = timemod = 4,0 trigger1 = time = [0, 60] trigger1 = Pos X > -190 trigger1 = Pos X < 190 stateno = 1011 name = "Rope" pos = 0, 0 helpertype = normal sprpriority = -2 keyctrl = 0 ownpal = 1 under = 1 [State 1010, 2] type = HitDef trigger1 = time > 1 trigger1 = Roundno != 1 attr = S, SP guardflag = M damage = 20,5 animtype = Medium postype = p1 priority = 6 hitsound = S1,3 guardsound = s0,0 kill = 0 guard.slidetime = 20 guard.ctrltime = 10 p1stateno = 1030 p2stateno = 1020 forcestand = 1 p2facing = 1 ground.type = High [State 1010, 2.1] type = HitDef trigger1 = time > 1 trigger1 = Roundno = 1 attr = S, SP damage = 50,5 animtype = Medium postype = p1 priority = 6 hitsound = S1,3 guardsound = s0,0 guardflag = M kill = 0 guard.slidetime = 20 guard.ctrltime = 10 p1stateno = 1030 p2stateno = 1020 forcestand = 1 p2facing = 1 ground.type = High [State 1010, 4] type = Changestate trigger1 = MoveGuarded = 1 value = 1013 [State 1010, DS] type = destroyself trigger1 = time = 50 ;--------------------------------------------------------------------------- ;The hidden Rope [Statedef 1011] type = S movetype= I physics = N anim = 1015 ctrl = 0 [State 1011, 1] type = Changestate trigger1 = p2stateno = 1020 value = 1012 [State 1011, 2] type = Destroyself trigger1 = root, stateno != [1000, 1001] trigger1 = root, stateno != 1200 ;------------------------------------------------------------------------ ;The Rope Becomes visible [Statedef 1012] type = S movetype= I physics = N anim = 1002 ctrl = 0 [State 1012, 1] type = Destroyself trigger1 = p2stateno = 1021 trigger2 = Parentdist X = [-3, 3] trigger3 = stateno = 0 [Statedef 1013] type = S movetype= I physics = N anim = 1013 Velset = 0,0 ctrl = 0 [State 1013, 1] type = Destroyself trigger1 = animtime = 0 [Statedef 1020] type = S movetype= H physics = N ctrl = 0 velset = 0,0 [State 1020, PosAdd] Type = PosAdd trigger1 = 1 ;time = 0 X = ifelse(P2Dist X > 0, 6, -6) [State 1020, PosSet] Type = PosSet trigger1 = time = 0 Y = 0 [State 1020, .5] type = Changeanim2 trigger1 = time = 0 value = 1854 [State 1020, .75] type = PlayerPush trigger1 = time >= 1 value = 0 [State 1020, 1] type = PosAdd trigger1 = timemod = 10,0 trigger1 = time = [0, 50] X = -1 [State 1020, 1.1] type = Posadd trigger1 = timemod = 10,4 trigger1 = time = [0, 50] X = 1 [State 1020, 2] type = Changestate trigger1 = P2dist X = [-60, 60] value = 1021 [State 1020, 3] type = Selfstate trigger1 = time = 50 value = 0 ctrl = 1 ;------------------------------------------------------------------------------- ;P2 stunned by spear [Statedef 1021] type = S movetype= H physics = N velset = 0,0 ctrl = 0 [State 1021, 1] type = Changeanim trigger1 = animexist(5300) trigger1 = anim != 5300 value = 5300 [State 1021, 2] type = Changeanim2 trigger1 = !animexist(5300) trigger1 = anim != 9010 value = 9010 [State 1021, 3] type = Selfstate trigger1 = time = 70 value = 0 ctrl = 1 ;-------------------------------------------------------------------------- ;Spear latching onto target [Statedef 1030] type = S movetype= A physics = N juggle = 1 anim = 1003 Velset = 0, 0 ctrl = 0 [State 1030, 1.1] type = Helper trigger1 = time = 0 stateno = 6030 name = "HARPOON BLOOD" pos = 20,15 helpertype = normal sprpriority = 6 keyctrl = 0 ownpal = 1 ontop = 1 [State 1030, 1.2] type = Velset trigger1 = time = 80 X = -8 [State 1030, 1.3] type = Velset trigger1 = ParentDist X = [-60, 60] X = 0 [State 1030, 1.4] type = PosAdd trigger1 = 1 x = P2Dist X - 25 [State 1858, 1.5] type = Destroyself trigger1 = p2stateno != 1020 ;---------------------------------------------------------------- [Statedef 1003] type = S movetype= I physics = N velset = 0,0 anim = 9998 ctrl = 0 [State 1003, GO BYE BYE] type = DestroySelf trigger1 = animtime = 0 ;----------------------------------------------- ;----------------------------------------------- ;=-----------------Teleport (ground)------------ ;----------------------------------------------- ;----------------------------------------------- [StateDef 10000] type = S movetype= A physics = N juggle = 1 anim = 1040 Velset = 0, 0 ctrl = 0 [State 10000, Super B] type = AfterImage trigger1 = time = 1 FrameGap = 5 length = 20 PalBright = 0, 0, 0 PalContrast = 128,128,128 PalAdd = 0, 0, 0 PalMul = 1,1,1 Trans = Add1 time = 20 [State 10000, 0.5] type = Playsnd trigger1 = time = 0 value = 20,4 [State 10000, 55] type = Helper trigger1 = time = 0 trigger1 = Pos Y = 0 stateno = 1046 name = "AfterImage" pos = 0, 0 postype = P1 helpertype = normal sprpriority = 1 keyctrl = 0 ownpal = 0 under = 1 [State 10000, 0.6] type = ScreenBound trigger1 = time = [1, 1000] value = 0 movecamera = 0,0 [State 10000, 0.7] type = Veladd trigger1 = Pos Y < 0 Y = .63 [State 10000, 1] type = turn trigger1 = animelem = 3 [State 10000, 2] type = Velset trigger1 = animelem = 3 X = 8.3 [State 10000, 4.2] type = Velset trigger1 = animelem = 3 trigger1 = Pos Y >= 0 Y = -5 [State 10000, 4.3] type = Velset trigger1 = animelem = 3 trigger1 = Pos Y <= -1 Y = -4 [State 10000, 3] type = Helper triggerall = time > 9 trigger1 = FrontEdgedist = [0, 9] trigger2 = BackEdgedist = [0, 9] stateno = 1045 name = "image" pos = 0, 0 postype = P1 helpertype = normal sprpriority = -1 keyctrl = 0 ownpal = 0 under = 1 [State 10000, 4] type = Changestate triggerall = time > 9 trigger1 = Pos X > 140 value = 1050 [State 10000, 5] type = Changestate triggerall = time > 9 trigger1 = Pos X < -140 value = 1050 [State 10000, 7] type= Changestate trigger1 = time > 22 trigger1 = Pos Y = 0 value = 0 ctrl = 1 [State 10000, 8] type = PosSet trigger1 = Pos Y > 0 Y = 0 ;----------------------------------------------- ;=-----------------Teleport (air)------------ ;----------------------------------------------- ;----------------------------------------------- [StateDef 10001] type = S movetype= A physics = N juggle = 1 anim = 1040 Velset = 0, 0 ctrl = 0 [State 10001, Super B] type = AfterImage trigger1 = time = 1 FrameGap = 5 length = 20 PalBright = 0, 0, 0 PalContrast = 128,128,128 PalAdd = 0, 0, 0 PalMul = 1,1,1 Trans = Add1 time = 20 [State 10001, 0.5] type = Playsnd trigger1 = time = 0 value = 20,4 [State 10001, 55] type = Helper trigger1 = time = 0 trigger1 = Pos Y = 0 stateno = 1046 name = "AfterImage" pos = 0, 0 postype = P1 helpertype = normal sprpriority = 1 keyctrl = 0 ownpal = 0 under = 1 [State 10001, 0.6] type = ScreenBound trigger1 = time = [1, 1000] value = 0 movecamera = 0,0 [State 10001, 0.7] type = Veladd trigger1 = Pos Y < 0 Y = .10 [State 10001, 1] type = turn trigger1 = animelem = 3 [State 10001, 2] type = Velset trigger1 = animelem = 3 X = 8.3 [State 10001, 3] type = Helper triggerall = time > 9 trigger1 = FrontEdgedist = [0, 9] trigger2 = BackEdgedist = [0, 9] stateno = 1045 name = "image" pos = 0, 0 postype = P1 helpertype = normal sprpriority = -1 keyctrl = 0 ownpal = 0 under = 1 [State 10001, 4] type = Changestate trigger1 = time > 9 trigger1 = Pos X > 150 value = 1050 [State 10001, 5] type = Changestate triggerall = time > 9 trigger1 = Pos X < -150 value = 1050 [State 10001, 6] type = Changestate trigger1 = Pos Y > 0 value = 1055 [State 10000, 7] type= Changestate trigger1 = time > 22 trigger1 = Pos Y = 0 value = 0 ctrl = 1 ;------------------------------------------------------------------------------------------ ; Disappear regular [Statedef 1045] type = S movetype= I physics = N anim = 1045 Velset = 0, 0 ctrl = 0 [State 1045, 1] type = turn trigger1 = time = 0 [State 1045, 3] type = Destroyself trigger1 = animtime = 0 ;------------------------------------------------------------------------------------------ ; Dissappear (stand) [Statedef 1046] type = S movetype= I physics = N anim = 1046 Velset = 0, 0 ctrl = 0 [State 1046, 1] type = Destroyself trigger1 = animtime = 0 trigger2 = Parent, FrontEdgedist = [0, 9] trigger3 = Parent, BackEdgedist = [0, 9] ;------------------------------------------------------------------------------------------ ; Appear behind [Statedef 1050] type = S movetype= A physics = N juggle = 1 anim = 1050 Velset = 0, 0 ctrl = 0 [State 1050, 1] type = ScreenBound trigger1 = time = [1, 1000] value = 0 movecamera = 0,0 [State 1050, 2] type = Velset trigger1 = animelem = 3 trigger1 = Pos Y >= -56 Y = -5 [State 1050, 3] type = Velset trigger1 = animelem = 3 trigger1 = Pos Y <= -57 Y = -2 [State 1050, 4] type = Posset triggerall = Time = 1 trigger1 = Pos X > 140 trigger1 = Pos X != 150 X = -150 [State 1050, 5] type = Posset triggerall = Time = 1 trigger1 = Pos X < -140 trigger1 = Pos X != -150 X = 150 [State 1050, 6] type = Turn triggerall = time = 2 trigger1 = Pos X = 150 trigger2 = Facing = 1 [State 1050, 7] type = Turn triggerall = time = 2 trigger1 = Pos X = -150 trigger2 = Facing = -1 [State 1050, 8] type = Velset trigger1 = time = 4 X = 8.4 [State 1050, 9] type = Veladd trigger1 = Pos Y < 0 trigger2 = frontedgedist < 10 trigger2 = time > 13 Y = .63 [State 1050, 9.2] type = HitDef trigger1 = time > 0 trigger1 = movecontact = 0 trigger1 = Var(9) = 1 attr = A, SA damage = 50 animtype = Heavy getpower = 0 givepower = 50 guardflag = HA priority = 7 pausetime = 0, 10 sparkno = -1 hitsound = s28,29 guardsound = s0,0 ground.type = High ground.slidetime = 45 ground.hittime = 45 ground.velocity = -3 air.velocity = -3.7,-9.3 guard.slidetime = 10 ;Values for guarded attack (def: ground.slidetime) guard.ctrltime = 5 ;Time to regain control after guard (def: guard.slidetime) kill = 0 p2facing = -1 [State 1050, 9.3] type = HitDef trigger1 = time > 0 trigger1 = movecontact = 0 trigger1 = Var(9) = 0 attr = A, SA damage = 50 animtype = Heavy getpower = 0 givepower = 50 guardflag = HA priority = 7 pausetime = 0, 10 sparkno = -1 hitsound = s28,29 guardsound = s0,0 ground.type = High ground.slidetime = 45 ground.hittime = 45 ground.velocity = -3 air.velocity = -2.7,-9.3 guard.slidetime = 10 ;Values for guarded attack (def: ground.slidetime) guard.ctrltime = 5 ;Time to regain control after guard (def: guard.slidetime) kill = 1 p2facing = 1 [State 1050, 9.4] type = PosSet trigger1 = MoveGuarded = 1 Y = -5 [State 1050, 9.5] type = Changestate trigger1 = MoveGuarded = 1 value = 1055 [State 1050, 9.6] type = Posset trigger1 = movehit = 1 Y = 0 [State 1050, 9.7] type = VarSet trigger1 = movehit = 1 v = 24 value = 1 [State 1050, 9.8] type = Helper trigger1 = movehit = 1 trigger1 = Pos Y = 0 trigger1 = Vel Y = 1 stateno = 6020 name = "DaPunch" pos = 53, -70 postype = P1 helpertype = normal sprpriority = 0 keyctrl = 0 ownpal = 0 under = 1 [State 1050, 9.9] type = Velset trigger1 = Pos Y > 0 Y = 0 [State 1050, 8.6] type = Posset trigger1 = Pos Y > 0 trigger1 = time = 20 Y = 0 [State 1050, 8.7] type = Posset trigger1 = time > 10 trigger1 = Pos Y = [-10,10] Y = 0 [State 1050, 8.8] type= Changestate trigger1 = time > 10 trigger1 = Pos Y = 0 trigger2 = movehit = 1 value = 0 ctrl = 1 ;------------------------------------------------------------------------------------------ ; Blocked [Statedef 1055] type = S movetype= A physics = N anim = 1055 Velset = -.5, -2 ctrl = 0 [State 1055, 1] type = Playsnd trigger1 = time = 0 value = 1,0 [State 1055,2] type = Veladd trigger1 = time > 10 Y = .1 [State 1055,3] type = Velset trigger1 = POS Y > -20 Y = 0 [State 1055,4] type = Posset trigger1 = Pos Y != 0 trigger1 = Vel Y = 0 Y = 0 [State 1055,5] type = Changestate trigger1 = Pos Y = 0 trigger1 = Vel Y = 0 value = 0 ctrl = 1 ;--------------------------------------- ; Jump Away [Statedef 2006] type = S movetype = I physics = A velset = -4.5,-8,0 anim = 43 ctrl = 0 [State 2006, 1] type = Veladd trigger1 = Pos Y < 0 Y = 10 ;--------------------------------------------------------------------------- [Statedef 666] type = S ;State-type: S-stand, C-crouch, A-air, L-liedown movetype= A ;Move-type: A-attack, I-idle, H-gethit physics = S ;Physics: S-stand, C-crouch, A-air juggle = 1 ;Number of air juggle points move takes velset = 0,0 ;Set velocity (x,y) (Def: no change) ctrl = 0 ;Set ctrl (Def: no change) poweradd = 20 [State 666, ChangeAnim] type = ChangeAnim trigger1 = time = 1 value = 20 [State 666, 1] type = velset trigger1 = time >= 0 trigger1 = anim = 20 x = 2.5 [State 666,2] type = PlaySnd trigger1 = Time = 60 value = 4000,11 [State 666,3] type = ChangeState trigger1 = p2bodydist X < 10 value = 430